I started by building an accurate model of the person. I then did a simple planar UV projection on the Z axis.

I exported the UV snapshot and opened it in photoshop. I brought in the front face image that I used as the front image plane and adjusted it to fit the front UV projection. I applied the resulting image to a lambert shader and attached it to the mesh. It fit really well, if you're only looking at the face from the front. The sides and back are wonky, but that's OK. (see 1st image attached)

I then altered the mesh to make the caricature. Since the mesh still had the same UV map, the texture still fit really well. We'll call this mesh 1. (see 2nd image attached)

I then duplicated the caricature mesh, and properly UV mapped the second mesh. We'll call this mesh 2. (see 3rd image attached)

I'd like to bake out the texture from the front projection of mesh 1 as an image file, but using the new UV layout from mesh 2, so that I can use resulting image file as a guide or template for hand-painting a new texture of the face the fits the proper UV map.

In other words, I'd like to somehow project or bake out the texture from mesh 1 (the one with the front projection) onto mesh 2 (the one with the proper UV map) and then bake that texture to a file.

Ultimately, I want to wind up with a texture file that is the original front face image from mesh 1, that is now re-mapped to fit the proper UV layout from mesh 2.

Not sure I'm explaining this very well. Ask questions if you're not getting it.

I've tried creating a 2nd empty UV set for the 2nd mesh and pasting the UV's from the 1st mesh into it, but that didn't even begin to work.

Iv found myself in this situation alot lately with some older assets ive been working with.

You can transfer the color map from one mesh to another (and from one uv layout to another) using the Transfer Maps functions available in the lighting menus. This assumes the model has changed shape too drastically. In my case, the models were identical, only the UVs had changed.

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